using System.Collections; using System.Collections.Generic; using UnityEngine; using static sharedActionSystem; public class sharedActionContent : MonoBehaviour { [Header ("Main Settings")] [Space] public bool firstCharacterIsPlayer; [Space] [Header ("Match Settings")] [Space] public bool adjustPositionToFirstCharacter; public bool adjustPositionToSecondCharacter; [Space] public bool matchPositionUsedOnAction; public bool adjustMatchPositionOnFirstCharacter; public bool adjustMatchPositionOnSecondCharacter; [Space] public bool alignMainSharedActionGameObjectToBothCharacters; [Space] [Header ("Probability Settings")] [Space] public bool useProbabilityToUseAction; [Range (0, 100)] public float probabilityToUseAction; [Space] [Header ("Distance Condition Settings")] [Space] public bool useMinDistanceToActivateAction; public float minDistanceToActivateAction; public bool useMinAngleToActivateAction; public float minAngleToActivateAction; [Space] [Header ("Stats Condition Settings")] [Space] public bool checkCharacterStats; public List sharedActionConditionStatInfoList = new List (); [Space] [Header ("Weapon Condition Settings")] [Space] public bool checkWeaponsOnFirstCharacter; public bool useMeleeWeaponOnFirstCharacter; public bool useFireWeaponOnFirstCharacter; public bool checkWeaponNameOnFirstCharacter; public string weaponNameOnFirstCharacter; [Space] public bool checkWeaponsOnSecondCharacter; public bool useMeleeWeaponOnSecondCharacter; public bool useFireWeaponOnSecondCharacter; public bool checkWeaponNameOnSecondCharacter; public string weaponNameOnSecondCharacter; [Space] [Header ("Character Dead Condition Settings")] [Space] public bool stopActionIfAnyCharacterIsDead = true; public bool stopActionIfFirstCharacterIsDead; public bool stopActionIfSecondCharacterIsDead; [Space] [Header ("Conditions Failed Settings")] [Space] public bool useAlternativeSharedActionIfConditionsFailed; public string alternativeSharedActionName; [Space] [Header ("Components")] [Space] public actionSystem firstCharacterActionSystem; public actionSystem secondCharacterActionSystem; [System.Serializable] public class sharedActionConditionStatInfo { [Header ("Main Settings")] [Space] public string statName; public bool statIsAmount; public bool checkStatIsHigher; public float statAmount; public bool stateValue; } }